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* Fix direct keyboard not working when connected with a controller - Pass KeyboardDriver to NpadController.GetHLEKeyboardInput(). - Always fetch all keyboards if Direct Keyboard is turned on. - Remove unnecessary return null. * Get Keyboard Inputs outside of the controller loop. - Moved GetHLEKeyboardInput outside of the controller loop. - Made GetHLEKeyboardInput public static from public * Removed extra newline * Update src/Ryujinx.Input/HLE/NpadManager.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Update src/Ryujinx.Input/HLE/NpadController.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> |
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|---|---|---|
| .. | ||
| Assigner | ||
| HLE | ||
| Motion | ||
| Button.cs | ||
| ButtonType.cs | ||
| GamepadButtonInputId.cs | ||
| GamepadFeaturesFlag.cs | ||
| GamepadStateSnapshot.cs | ||
| IGamepad.cs | ||
| IGamepadDriver.cs | ||
| IKeyboard.cs | ||
| IMouse.cs | ||
| Key.cs | ||
| KeyboardStateSnapshot.cs | ||
| MotionInputId.cs | ||
| MouseButton.cs | ||
| MouseStateSnapshot.cs | ||
| Ryujinx.Input.csproj | ||
| StickInputId.cs | ||